A Super Nintendo assembler development framework featuring:
- Basic system runtime for initialization and interrupt handling
- 65816 register size tracking macros to minimize rep/sep instructions (and mental overhead)
- Full set of memcpy/memset routines for efficiently transferring data to different parts of the system
- Some useful data structures with allocation and accessor macros (FIFO and FILO are currently implemented)
- S-SMP communication and SPC playing routines.
- LZ4 decompression
- Mouse driver
- Graphics conversion via SuperFamiconv
- BRR audio encoding using BRRtools
- ROM image validation via SuperFamicheck
- Sublime Text syntax definitions
Documentation available at optiroc.github.io/libSFX.
libSFX is developed by David Lindecrantz and distributed under the terms of the MIT license.
A C/C++ toolchain, make, git and a decent command line interface.
Unix-like (Mac, Linux, etc.) systems should be ready to go out of the box. If you're running Windows the best option is to install Cygwin and make sure you include the git
and mingw64
toolchain (mingw64-x86_64-binutils
, mingw64-x86_64-gcc-core
and mingw64-x86_64-gcc-g++
) packages.
First you need to build the bundled tools, which are included as git submodules. Simply run make
from the libSFX root path to initialize the submodules and build the tools.
Now the toolchain is in place and you should be able to run make
from any of the example directories to assemble the source files and link a Super Nintendo ROM image (*.sfc).
For the most basic setup, copy examples/Template
to a location of your liking. Then edit Makefile
and make sure that libsfx_dir
points to the libSFX root directory.
For project customization – for example extending the ROM size, adding SRAM or special code segments, or changing the default stack and scratchpad sizes – the build script looks for two files in the project directory; libSFX.cfg
and Map.cfg
. If these aren't found (like in the Template project), the defaults inside $(libsfx_dir)/include/Configurations
are used.
To override the defaults, simply copy these two files into your project directory and edit them to your liking. In include/Configurations there's a few additional Map.cfg examples. You may also check out the example projects to see how a project can be customized.
libSFX includes the following code and snippets:
- SPC-700 assembler for ca65 and S-SMP transfer routines by Blargg
- GSU assembler for ca65 by ARM9
- ca65 define/undefine macros by Movax12
- fullsnes - comprehensive SNES reference
- ca65 users guide
- SNESdev forum